This card is awesome and I love it. Mixing your counterspell slot with your win-con slots? Flash flying creature for control decks? Yes, please! Even better, it's got the old Oblivion Ring style triggers, so it works fantastically with Blinky the Eldrazi (Displacer) to exile uncounterable spells forever. Card is nuts!

Not all cards that are nuts ever see play in Vintage. I have no idea where this fits in Vintage, currently. But it sure seems playable!

I'm in for a bunch once the pre-sale hype deflates (this card is so-so in standard) and it's not longer retailing for 8 bux a pop.

I've been testing Spirit Tribal and I must say it feels like a better Merfolk deck. Your guys have Flying, which might as well be Islandwalk. They can easily gain Hexproof (Drogskol Captain and Rattlechains), and have Spell Queller and Mausoleum Wanderer for counter magic beats, and Spirit of the Labyrinth for disruption. The board gives you a plethora of disruption Spirits for the matchups across the board.

I've been testing Spirit Tribal and I must say it feels like a better Merfolk deck. Your guys have Flying, which might as well be Islandwalk. They can easily gain Hexproof (Drogskol Captain and Rattlechains), and have Spell Queller and Mausoleum Wanderer for counter magic beats, and Spirit of the Labyrinth for disruption. The board gives you a plethora of disruption Spirits for the matchups across the board.

I've been testing Spirit Tribal and I must say it feels like a better Merfolk deck. Your guys have Flying, which might as well be Islandwalk. They can easily gain Hexproof (Drogskol Captain and Rattlechains), and have Spell Queller and Mausoleum Wanderer for counter magic beats, and Spirit of the Labyrinth for disruption. The board gives you a plethora of disruption Spirits for the matchups across the board.

Does the lack of 2cc lords hurt the deck too much?

Well the deck originally started out as a deck similar to Merfolk, but I wanted a larger Manabase with full Power so I made some alterations and came up with this:

Avacyn is pretty nuts against creatures and board wipes, but even as a Flash Finisher she's pretty solid. Her wrath ability is pretty solid against Mentor and other creature decks as well.

Clique is just a solid card, and we all know how evil it can be when combined with Spirit of the Labyrinth and/or Karakas.

You all might be looking at the list and scratching your head about Wall of Reverence. Well for starters it has 6 Toughness, so it blocks Reality Smashers all damn day. The life gain is pretty strong against creature matchups, while I admit is bot the primary reason its in there.

All in all the deck has been pretty strong for me, hopefully you can take it for a test drive and let me know how it feels for you.

I went 3-1 in the MTGO Daily last night with 4 Spell Queller main deck. After lucksacking the bye, I lost to Oath (both games to opening Lotus - one was mull to 6, Lotus, Mox, Land, Burning Wish, Show & Tell, Emrakul), then beat Grixis Pyromancer, and another Oath.

Spell Queller was the bee's knees in several practice games beforehand. I particularly enjoyed one scenario where I had three creatures in play, he cast Supreme Verdict (game 1) and I responded with Queller (exiles) for the easy blowout.

@BazaarOfBaghdad
Congratz on the nice finish! Meddling Mage is ridiculously strong right now as most blue decks revolve around either Mentor or Pyromancer. It is a safe bet to name them if you see a Gitaxian Probe, Preordain or a Flooded Strand from them.
I have had great success with Phyrexian Revoker too, as it takes care of a Dack, a flipped Vryn and other often seen plays right now.
I have gone a bit different route right now to fight Storm with a card that have great impact against pretty much all blue decks: Eidolon of the Great Reveal. It seems like a nonbo, but it always hurts them more than it hurts you.
For reference here is my list: (sorry, I don't hope you see this as my trying to steal your thunder)

Mana accelerants:
5 Mox/Lotus (Dropped the Emerald as I run no green creatures)
4 Simian Spirit Guide (which are also Spirits - more often relevant than one should think)

Spirits:
3 Spirit of the Labyrinth (power level declining. Especially Dack is more and more making it a liability)
3 Eidolon of the Great Reveal (very strong against all blue and storm. Very important also late game, where they cannot stabilize and rebuild even their basics without killing themselves)
3 Eidolon of Rhetoric
3 Spell Quellers (I originally ran some Kira, Great Glass-Spinner but removal often isn't a problem)

I had another 4x Spell Queller 3-1 result in the Daily, this time in conjunction with SFM. Those two have a lot of nice synergy. This was the most draw-go deck I've ever played, but it still put on a ton of pressure between the 11 Flash creatures (counting SFM's Batterskull propensities).